Gaming object with orientation sensor for interacting with a display and methods for use therewith

ABSTRACT

A gaming object includes an orientation sensor that generates orientation data in response to the orientation of the gaming object. An actuator that generates interaction data in response to an action of a user. A transceiver sends an RF signal to a game device that indicates the orientation data and the interaction data. The game device generates display data for display on a display device that contains at least one interactive item, and wherein the at least one interactive item is interactive in response to the orientation data and the interaction data.

CROSS REFERENCE TO RELATED PATENTS

This invention is claiming priority under 35 USC §119(e) to aprovisionally filed patent application having the title VIDEO GAMINGSYSTEM WITH POSITION AND MOTION TRACKING, a filing date of Jun. 22,2007, and an application number of 60/936,724.

BACKGROUND OF THE INVENTION

1. Technical Field of the Invention

This invention relates generally to gaming systems and more particularlyto game controllers used for interacting with a game console and anassociated display.

2. Description of Related Art

Home gaming systems typically include a game controller that includesone or more buttons or a joy stick that allows a user to provide inputto a game console that runs one or more games. The game console iscoupled to a display device such as a television set to provide audioand video output from the game.

In IR communication systems, an IR device includes a transmitter, alight emitting diode, a receiver, and a silicon photo diode. Inoperation, the transmitter modulates a signal, which drives the LED toemit infrared radiation which is focused by a lens into a narrow beam.The receiver, via the silicon photo diode, receives the narrow beaminfrared radiation and converts it into an electric signal.

IR communications are used video games to detect the direction in whicha game controller is pointed. As an example, an IR sensor is placed nearthe game display, where the IR sensor to detect the IR signaltransmitted by the game controller. If the game controller is too faraway, too close, or angled away from the IR sensor, the IR communicationwill fail.

Further advances in video gaming include three accelerometers in thegame controller to detect motion by way of acceleration. The motion datais transmitted to the game console via a Bluetooth wireless link. TheBluetooth wireless link may also transmit the IR direction data to thegame console and/or convey other data between the game controller andthe game console.

While the above technologies allow video gaming to include motionsensing, it does so with limitations. As mentioned, the IR communicationhas a limited area in which a player can be for the IR communication towork properly. Further, the accelerometer only measures accelerationsuch that true one-to-one detection of motion is not achieved. Thus, thegaming motion is limited to a handful of directions (e.g., horizontal,vertical, and a few diagonal directions.

BRIEF SUMMARY OF THE INVENTION

The present invention is directed to apparatus and methods of operationthat are further described in the following Brief Description of theDrawings, the Detailed Description of the Invention, and the claims.Other features and advantages of the present invention will becomeapparent from the following detailed description of the invention madewith reference to the accompanying drawings.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)

FIG. 1 is a schematic block diagram of an overhead view of an embodimentof a gaming system in accordance with an embodiment of the presentinvention;

FIG. 2 is a schematic block diagram of a side view of an embodiment of agaming system in accordance with an embodiment of the present invention;

FIG. 3 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system in accordance with an embodiment of thepresent invention;

FIG. 4 is a block diagram representation of a gaming system inaccordance with an embodiment of the present invention.

FIG. 5 is a diagram of an example of positioning and/or motioning of agame controller to interact with an item on the display of a gameconsole in accordance with an embodiment of the present invention;

FIG. 6 is a diagram of an example of positioning and/or motioning of agame controller to interact with an item on the display of a gameconsole in accordance with another embodiment of the present invention;

FIG. 7 is a diagram of a method for processing a position and/or motionbased selection in accordance with an embodiment of the presentinvention;

FIG. 8 is a diagram of a method for processing a position and/or motionbased gaming action in accordance with an embodiment of the presentinvention;

FIGS. 9-11 are diagrams of an embodiment of a coordinate system of agaming system in accordance with an embodiment of the present invention;

FIGS. 12-14 are diagrams of another embodiment of a coordinate system ofa gaming system in accordance with an embodiment of the presentinvention;

FIG. 15 is a diagram of a method for determining position and/or motiontracking in accordance with an embodiment of the present invention;

FIG. 16 is a diagram of another method for determining position and/ormotion tracking in accordance with an embodiment of the presentinvention;

FIG. 17 is a diagram of another method for determining position and/ormotion tracking in accordance with an embodiment of the presentinvention;

FIG. 18 is a diagram of another embodiment of a coordinate system of agaming system in accordance with an embodiment of the present invention;

FIG. 19 is a schematic block diagram of an embodiment of an RFID readerand an RFID tag in accordance with an embodiment of the presentinvention;

FIG. 20 is a schematic block diagram of a user's hand grasping a gamingobject with a capacitive sensor in a first manner is accordance with anembodiment the present invention;

FIG. 21 is a schematic block diagram of a user's hand grasping a gamingobject with a capacitive sensor in a second manner is accordance with anembodiment the present invention;

FIG. 22 is a flowchart representation of a method in accordance with anembodiment of the present invention;

FIG. 23 is a flowchart representation of a method in accordance with anembodiment of the present invention;

FIG. 24 is a flowchart representation of a method in accordance with anembodiment of the present invention;

FIG. 25 is a flowchart representation of a method in accordance with anembodiment of the present invention;

FIG. 26 is a flowchart representation of a method in accordance with anembodiment of the present invention;

FIG. 27 is a flowchart representation of a method in accordance with anembodiment of the present invention; and

FIG. 28 is a flowchart representation of a method in accordance with anembodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1 is a schematic block diagram of an overhead view of an embodimentof a gaming system that includes a game console and a gaming object. Avideo display 98 is shown that can be coupled to game console 100 todisplay video generated by game console 100 in conjunction with theset-up and playing of the game and to provide other user interfacefunctions of game console 100. It should also be noted that game console100 can include its own integrated video display that displays, eitherdirectly or via projection, video content in association with any of thefunctions described in conjunction with video display 98.

The gaming system has an associated physical area in which the gameconsole and the gaming object are located. The physical area may be aroom, portion of a room, and/or any other space where the gaming objectand game console are proximally co-located (e.g., airport terminal, at agaming center, on an airplane, etc.). In the example shown the physicalarea includes desk 92, chair 94 and couch 96.

In an embodiment of the present invention, the gaming object 110 may bea wireless game controller and/or any object used or worn by the playerto facilitate play of a video game. For example, the gaming object 110may include a simulated sword, a simulated gun, a paddle, racquet, bat,or other sporting good, a helmet, a vest, a hat, shoes, socks, pants,shorts, gloves, or other element of a costume or article of clothing, aguitar, baton, keyboard, or other music related item, etc. It should benoted that the gaming object 110 may represent or resemble anotherobject from the game, may be coupled to an object that is worn orotherwise coupled to a user or be as simple as a standard box, pod orother object that is held by the user. Further, the functionally of gameobject 110 can be included in a multi-function device such as a mobiletelephone, personal digital assistant, or other personal electronicdevice that performs other non-gaming functions.

In this system, the game console 100 determines the orientation of thegaming object 110 within the physical area using one or more orientationsensors. In addition, the game console 110 can further track the motionof the gaming object using one or more motion tracking techniques tofacilitate video game play. In this embodiment, the game console maydetermine an initial orientation and/or position of the gaming object110 within a tolerance (e.g., within a meter an/or within 1-5 degrees)at an update rate (e.g., once every second or once every few seconds)and tracks the motion or changes in the orentation within a motiontracking tolerance (e.g., within a few millimeters) at a tracking updaterate (e.g., once every 10-100 milliseconds) based on motion data and/ororientation data generated in response to the actions of a user.

In addition, the gaming object 110 can be an object that can include ajoystick, touch pad, touch screen, wheel, one or more buttons and/orother sensor, actuator or other user interface device that generatesother user data in response to the actions of a user. In operation, thegaming object 110 and gaming console 100 communicate via wirelesstransceivers over a wireless communication link that will be describedin greater detail in conjunction with FIG. 4. Game console 100 generatesdisplay data for display on a display device such as video display 98.While shown as a home game console 100, gaming object 110 can optionallycommunicate with other game devices such as an arcade game, a gameserver that is connected to a local area network, a communicationnetwork or public data network such as the Internet, or other gamedevices. Further while the communication between gaming object 110, isshown as direct communication, gaming object may optionally communicatewith a base station or access point that transfers communications to andfrom the gaming object 110 to the gaming object via a local areanetwork, a communication network or public data network such as theInternet.

In an embodiment of the present invention, the video display 98 displaysone or more interactive items in the set-up or execution of at least onegame or otherwise in association with a gaming application executed bythe game console 100. These interactive items are interactive inresponse to the orientation data generated based on one or moreorientation sensors and other interaction data. For instance, during theinitiation of a game, one or more menu items can be displayed on thevideo display 98 for selection by the user via pointing the gamingobject at the menu item and selecting the menu item by the press of abutton. In another example, the user can “shoot” at an interactive itemon the video display 98, such as a clay pigeon displayed in conjunctionwith a skeet shooting game, by pointing the gaming object 110 at theclay pigeon and pressing a button or trigger to initiate a shot.

Further details including many optional functions and features aredescribed in conjunction with FIGS. 2-28 that follow.

FIG. 2 is a schematic block diagram of a side view of an embodiment of agaming system of FIG. 1. In particular, a user 106 is representedschematically as holding a particular gaming object 110 in his or herhand or hands. User data 102 and orientation data is generated by thegaming object 110 and communicated via a wireless communication path 104with the game console 100. The user data 102 and orientation data 105can include user selections, commands, position data indicating theposition, orientation, and/or motion of the gaming object 110 or otheruser data that is generated based on the actions of the user inconjunction with the playing, and set-up of a particular game, and/orthe user's other interactions with the game console 100.

FIG. 3 is a schematic block diagram of an overhead view of anotherembodiment of a gaming system that includes a game console, a pluralityof players and a plurality of gaming objects. In this instance, gameconsole 100 communicates with both gaming object 110 and gaming object110′ and receives corresponding user data and orientation data, such asuser data 102 and orientation data 105, from each gaming object. In anembodiment of the present invention, game console 100 operates on aseparate frequency for each device, however, time division multiplexing,carrier sense multiple access collision avoidance (CSMA/CA) or othermultiple access techniques can likewise be used.

FIG. 4 is a block diagram representation of a gaming system inaccordance with an embodiment of the present invention. In particular, agaming system is shown that includes game console 100 and gaming object110. Gaming object 110 includes an actuator 114 for generating userdata, such as user data 102 in response to the actions of a user, suchas user 106.

Actuator 114 can include a microphone, button, joy stick, wheel, keypad,keyboard, a resistive strip, touch pad or touch screen, and/or a motionsensor (such as an on-chip gyrator or accelerometer or other position ormotion sensing device) along with other driver circuitry for generatinguser data 102 based on the actions of the user 106. In an embodiment ofthe present invention, the actuator 114 includes a capacitive sensor,such as a capacitive touchpad or a capacitive touch screen. By touchingthe capacitive sensor, particularly in response to soft keys or othervisual queues displayed by a touch screen or other display, thecapacitive sensor can be operable to generate user data 102 thatincludes an audio output command, such as to change a volume setting, toselect, enable or disable background music or other audio effects; anaudio input command, that enables or disables voice commands, sets aninput level or an input device. In a similar fashion, the capacitivesensor can generate set-up commands, gaming data, preferences data,product registration data, and/or authentication data or other user data102 in response to the actions of a user, such as user 106.

Orientation sensor 112 can include a photosensor that generates theorientation data 105 based on an optical signal from a video displaysuch as a video display integrated in game console 100 or separate videodisplay 98. In this fashion, the optical signal can be used to generateorientation data 105 that represents the orientation of the gamingobject 110. In a further embodiment, orientation sensor 112 includes aplurality of sensors such as motion sensors, RF tags or other thatgenerate orientation data that indicates the orientation of the gamingobject 110 based on the relative positions of the plurality of sensors.

Transceiver 120 sends data, such as user data 102 and orientation data105 to transceiver 130 of game console 100 via RF signals 108. Inaddition, gaming object 110 optionally receives RF signals 108 from gameconsole 100 that contain other gaming data such as control data,optional display data for display on a touch screen or other displayscreen incorporated in gaming object 1 10.

Gaming object 110 optionally contains a processor 122′, memory 124′ andbus 125′. When included, processor 122′ can execute one or moreapplication to perform the operation of a smart gaming controller, tofacilitate the generation and transmission of user data 102 andorientation data 105, to perform other gaming operations and tooptionally perform non-gaming functions and applications. Transceiver120 can communicate with transceiver 130 via a wireless telephonyprotocol operating in a short range or low power mode, via a Bluetoothstandard interface, via a 802.11 or other wireless local area networkprotocol, or via another wireless protocol.

In another embodiment, transceiver 120 is coupled to receive an RFsignal 108 initiated by game console 100, such as a 60 GHz RF signal orother RF signal. In a similar fashion to a passive RFID tag, transceiver120 converts energy from the RF signal 108 into a power signal forpowering the transceiver 120 or all or some portion of the gaming object110. By the gaming object 110 deriving power, in while or in part, basedon RF signal 108, gaming object 110 can optionally be portable, smalland light. Transceiver 120 conveys the user data 102 and orientationdata 105 back to the game console 100 by backscattering the RF signal108 based on user data 102 and orientation data 105.

Game console 100 includes an interface module 132 for coupling to thegaming object 110. In particular, interface module 132 includestransceiver 130 that communicates with transceiver 120 either directlyor via a network. Game console 100 further includes a memory 124 andprocessor 122 that are coupled to interface module 132 via a bus 125. Inoperation, processor 122 executes one or more routines such as anoperating system, utilities, and one or more applications such as videogame applications or other gaming applications that produce videoinformation that is converted to display signal 128 via driver 126.

Processors 122 and 122′ can each include a dedicated or sharedprocessing device. Such a processing device may be a microprocessor,micro-controller, digital signal processor, microcomputer, centralprocessing unit, field programmable gate array, programmable logicdevice, state machine, logic circuitry, analog circuitry, digitalcircuitry, and/or any device that manipulates signals (analog and/ordigital) based on operational instructions. The memories 124 and 124′can each be a single memory device or a plurality of memory devices.Such a memory device may be a read-only memory, random access memory,volatile memory, non-volatile memory, static memory, dynamic memory,flash memory, and/or any device that stores digital information. Notethat when the processors 122 or 122′ implement one or more of theirfunctions via a state machine, analog circuitry, digital circuitry,and/or logic circuitry, the memory storing the corresponding operationalinstructions is embedded with the circuitry comprising the statemachine, analog circuitry, digital circuitry, and/or logic circuitry.While particular bus architectures are shown, alternative busarchitectures including architectures having two or more buses or directconnectivity between the various modules of game console 100 and gamingobject 110, can likewise be employed within the broad scope of thepresent invention.

As discussed in conjunction with FIG. 1 the game console 100 cangenerate display data for display on a display device that contains atleast one interactive item that is interactive in response to theorientation data 105 and interaction data included in user data 102. Forinstance, an optic sensor in a gaming object 110 that simulates a guncan generate optical feedback to determine if the “gun” is pointed at aparticular object, such as a clay pigeon, that is displayed on thescreen. If interaction data is generated, such as by the user 106simulating the pull of a trigger, when the gaming object 110 is pointedat the interactive item, the interaction can result. In the case of theclay pigeon discussed above, the clay pigeon can be shown to be brokenby the simulated “shot” from the simulated gun. In a similar fashion,game console can display an interactive menu having menu items that areselectable by pointing the gaming object 110 at the menu item andgenerating interaction that indicates the user's intent to select theitem.

FIG. 5 is a diagram of an example of positioning and/or motioning of agame controller to select an item on the display of a game console. Inan embodiment, a game controller 260 such as gaming object 110, andconsole utilize tracking of the orientation of the controller to providea selection of a menu item displayed on a video display associated withgame console 100. Gaming object 260, such as a geometric solid such as ahandheld device that can be positioned and oriented in three dimensionalspace. In operation, the gaming object 260 can have three dimensionalcoordinates (x, y, z) and be oriented along roll, pitch and yaw axesbased on, for instance, up/down and side-to-side motion, rotation, tiltand translation and rotation about other axes.

In this embodiment, gaming object 136 includes an orientation sensor112, such as optical sensor 136 that generates orientation data 105 whenthe orientation of gaming object 260 corresponds to an orientation inalignment with the menu item. In this case, the light emitted by “item2” in the menu is received by the optical sensor and used to generateorientation data 105. In response, the game console 100 can highlightthe menu item when the orientation of the gaming object 260 correspondsto an orientation aligned with the menu item.

In the example shown, the “item 2” is highlighted when the gaming objectis pointed at this menu item. This provides visual feedback to a user ofgaming object 260 of hat item the gaming object 260 is pointed at. Ifthe user indicates his or her selection of the highlighted item, via anactuator 114 (such as by the click of a button), game console 100 canrespond by performing the function associated with this menu item inconjunction with the particular menu displayed.

In an embodiment of the present invention, the orientation data ispreprocessed in the optical sensor 136 or processing module 122′ basedon an image generated therefrom to generate orientation data 105. In thealternative, orientation data 105 corresponding to the image or otheroptical output is sent to game console 100 for processing by processingmodule 122 to determine which the orientation data corresponds to any ofthe menu items being displayed based on timing of the signal incorrespondence to the timing of the displayed image, or based on arecognition of an image or portion of an image corresponding to thedisplayed item or a portion thereof.

While presented in conjunction with the selection of a menu item, inconcert with the clay pigeon/gun example previously presented, theinteractive item displayed on display 98 can alternatively be a graphicsitem displayed in conjunction with a game. In this embodiment, aninteraction is generated, such as the breaking of the clay pigeon, whenthe orientation of the gaming object 260 corresponds to an orientationin alignment with the graphics item on display 98.

FIG. 6 is a diagram of an example of positioning and/or motioning of agame controller to interact with an item on the display of a gameconsole in accordance with another embodiment of the present invention.In this embodiment, gaming object 261, such as gaming object 110, isimplemented with sensing tags 140 for use in generating orientation data105 that indicates the orientation of the gaming object 261. Inparticular, the relative position of the sensing tags 140 inthree-dimensional space can be used to determine the orientation of thegaming object 261.

In this embodiment, the positioning of the sensing tags can bedetermined within a positioning tolerance (e.g., within a meter) at apositioning update rate (e.g., once every second or once every fewseconds) the motion of the sensing tags 140 can be tracked within amotion tracking tolerance (e.g., within a few millimeters) at a motiontracking update rate (e.g., once every 10-100 milliseconds) within aposition and motion tracking area that is range of game console 100.

In an embodiment of the present invention, each of the sensing tags 140is implemented via an RF tag. In this mode of operation, the gameconsole 100 sends one or more RF signals 108 on a continuous basis andreads the orientation data 105 generated by each of the sensing tags 140periodically (e.g., once every 10-100 milliseconds) to update thepositioning of sensing tags 140. In another mode of operation, the gameconsole 100 generates the sends one or more RF signals 108 periodically(e.g., once every 10-100 milliseconds) and reads the orientation data105 generated by each of the sensing tags 140 only when required toupdate the orientation of game object 261. In a further mode ofoperation, the sensing tags 140 can be RF tags that contain motionsensors or other position sensors and the game object 261 itself readsthe position of each of the sensing tags 140 and generates orientationdata 105 that is compiled and sent to the game console 100.

FIG. 7 is a diagram of a method for processing a position and/or motionthat begins by placing the controller and/or gaming console in a menuselection mode as shown in step 330. In this mode, the controller is setup to process a menu selection as opposed to a gaming function. Themethod continues by establishing the gaming object 100's currentposition and orientation with respect to an initial position in adisplay area as shown in step 332. For example, regardless of thecurrent position and orientation (assuming it is in range), the gamingobject 100's current position and orientation is processed to correspondto a particular location on the menu display.

The method proceeds by highlighting the menu item corresponding to theinitial position (e.g., a start menu button) as shown in step 334. Themethod then continues by tracking the motion of the gaming object andmapping the motion to coordinates of the menu display area (e.g., in anembodiment, the mapping of the motion will be limited to somewhere withthe menu display area) as shown in steps 336 and 338. The methodcontinues by determining whether the motion has moved to another item inthe menu list as shown in step 340. If yes, the method proceeds byhighlighting the new item as shown in step 342.

The method then proceeds by determining whether a selection of thehighlighted item is received as shown in step 344. If not, the processcontinues by tracking the motion in step 336. If a selection isreceived, the process continues by processing the menu selection asshown in step 346. This may be done in a convention manner.

FIG. 8 is a diagram of a method for processing a position and/or motionbased gaming action that begins by placing the gaming object (e.g., acontroller) and/or game console in a gaming mode as shown in step 350.The method continues by establishing the gaming object's currentposition and orientation with respect to an initial position in a gamingdisplay area as shown in step 352. For example, if the game being playedis a shooting arcade game and the gaming object is functioning as a gun,this step determines the initial aiming of the gun.

The method continues by determining whether the position and orientationof the gaming object is within the gaming display area as shown in step354. If yes, the method continues by providing a display iconcorresponding to the position and orientation as shown in step 356. Forexample, the icon may be cross hairs of a gun to correspond to theaiming of the video game gun. The method continues by tracking themotion of the gaming object and mapping the motion to the gaming displayarea as shown in steps 358 and 360.

The method continues by determining whether an action has been receivedas shown in step 362. For example, has the trigger of the gun beenpulled? If not, the process repeats as shown. If yes, the processcontinues by processing the action as shown in step 364. For example,the processing may include mapping the shooting of the gun in accordancewith the aiming of the gun.

FIGS. 9-11 are diagrams of an embodiment of a coordinate system of alocalized physical area that may be used for a gaming system. In thesefigures an xyz origin is selected to be somewhere in the localizedphysical area and each point being tracked and/or used for positioningon the player and/or on the gaming object 110 is determined based on itsCartesian coordinates (e.g., x1, y1, z1). As the player and/or gamingobject moves, the new position of the tracking and/or positioning pointsare determined in Cartesian coordinates with respect to the origin. Asdiscussed in conjunction with FIG. 8, the positions of the sensing tags140 can be used to determine an orientation of the gaming object 110.

FIGS. 12-14 are diagrams of another embodiment of a coordinate system ofa localized physical area that may be used for a gaming system. In thesefigures an origin is selected to be somewhere in the localized physicalarea and each point being tracked, such as the position of each sensingtag 140 or other position used for determining the positioning ororientation of the gaming object 110 is determined based on its vector,or spherical, coordinates (ρ, φ, θ), which are defined as: p≧0 is thedistance from the origin to a given point P. 0≦φ≦180° is the anglebetween the positive z-axis and the line formed between the origin andP. 0≦θ≦360° is the angle between the positive x-axis and the line fromthe origin to the P projected onto the xy-plane. φ is referred to as thezenith, colatitude or polar angle, while θ is referred to as theazimuth.φ and θ lose significance when ρ=0 and θ loses significance whensin((φ)=0 (at φ=0 and φ=180°). To plot a point from its sphericalcoordinates, go ρ units from the origin along the positive z-axis,rotate φ about the y-axis in the direction of the positive x-axis androtate θ about the z-axis in the direction of the positive y-axis. Asthe sensing tags and/or gaming object 110 moves, the new position of thetracking and/or positioning points are determined in vector, orspherical, coordinates with respect to the origin that can be used todetermine not only the position of the gaming object 110 but itsorientation as well.

While FIGS. 9-14 illustrate two types of coordinate systems, otherthree-dimensional coordinate systems may be used for tracking motionand/or establishing position and orientation within a gaming system.

FIG. 15 is a diagram of another method for determining position and/ormotion tracking that begins in step 300 by determining a reference pointwithin a coordinate system (e.g., the vector coordinate system of FIGS.9-11). The reference point may be the origin or any other point withinthe localized physical area. In particular, the reference point can bethe location of the game console 100, the location of the game object110 at a particular time, such as a set-up time, the location of one ofa plurality of sensing tags 140, however, other reference points canlikewise be used.

The method continues in one or more branches. Along one branch, a vectorwith respect to the reference point is determined to indicate theinitial position of the gaming object 110 and/or the sensing tags 140based on the reference point as shown in step 302. This branch continuesby updating the positions to track the motion and/or orientation ofgaming object 110 based on orientation data 105 as shown in step 304.

The other branch includes determining a vector with respect to thereference point for the gaming object 110 to establish its initialposition as shown in step 306. This branch continues by updating thegaming object 110's position to track the gaming object's motion usingorientation data as shown in step 308. Note that the rate of trackingthe motion of the player and/or gaming object may be done at a ratebased on the video gaming being played and the expected speed of motion.Further note that a tracking rate of 10 milliseconds provides 0.1 mmaccuracy in motion tracking.

FIG. 16 is a diagram of another method for determining position and/ormotion tracking that begins in step 310 by determining the coordinatesof the sensing tags position in the physical area. The method thencontinues by determining the coordinates of a gaming object's initialposition as shown in step 312. The method then proceeds by updating thecoordinates of the sensing tags position in the physical area to trackthe game objects orientation as shown in step 314. The method alsocontinues by updating the coordinates of a gaming object's position totrack its motion as shown in step 316.

FIG. 17 is a diagram of another method for determining position and/ormotion tracking that begins in step 320 by determining a reference pointwithin the physical area in which the gaming object lays and/or in whichthe game system lays. The method then proceeds by determining a vectorfor the sensing tags initial position with respect to a reference pointof a coordinate system (e.g., one of the systems shown in FIGS. 12-14)as shown in step 322. As an example, if the physical area is a room, apoint in the room is selected as the origin and the coordinate system isapplied to at least some of the room.

The method then continues by determining a vector of a gaming object110's initial position as shown in step 324. The method then proceeds byupdating the vector of the sensing tag's position in the physical areato track the gaming object's orientation as shown in step 326. Themethod also continues by updating the vector of the gaming object'sposition to track its motion as shown in step 328.

FIG. 18 is a diagram of another embodiment of a coordinate system of agaming system that is an extension of the coordinate systems discussedabove. In this embodiment, the coordinate system includes a positioningcoordinate grid and a motion tracking grid, where the motion trackinggrid is of a finer resolution than the positioning coordinate grid. Ingeneral, the player or gaming object 110's position within the physicalarea can have a first tolerance (e.g., within a meter) and the motiontracking of the player and/or the gaming object has a second tolerance(e.g., within a few millimeters). As such, the position of the playerand/or gaming object can be updated infrequently in comparison to theupdating of the motion (e.g., the position can be updated once everysecond or so while the motion may be updated once every 10milliseconds).

FIG. 19 is a schematic block diagram of an embodiment of an RFID readerand an RFID tag. In particular, RFID reader 205 represents a particularimplementation of transceiver 130 and RFID tag 235 represents aparticular implementation of transceiver 120. In addition, RFID tag canbe used in an implementation of sensing tags 140 in communication withRFID reader 235 incorporated in game console 100. As shown, RFID reader205 includes a protocol processing module 40, an encoding module 42, anRF front-end 46, a digitization module 48, a predecoding module 50 and adecoding module 52, all of which together form components of the RFIDreader 205. RFID 205 optionally includes a digital-to-analog converter(DAC) 44.

The protocol processing module 40 is operably coupled to prepare datafor encoding in accordance with a particular RFID standardized protocol.In an exemplary embodiment, the protocol processing module 40 isprogrammed with multiple RFID standardized protocols to enable the RFIDreader 205 to communicate with any RFID tag, regardless of theparticular protocol associated with the tag. In this embodiment, theprotocol processing module 40 operates to program filters and othercomponents of the encoding module 42, decoding module 52, pre-decodingmodule 50 and RF front end 46 in accordance with the particular RFIDstandardized protocol of the tag(s) currently communicating with theRFID reader 205. However, if a plurality of RFID tags 235 each operatein accordance with a single protocol, this flexibility can be omitted.

In operation, once the particular RFID standardized protocol has beenselected for communication with one or more RFID tags, such as RFID tag235, the protocol processing module 40 generates and provides digitaldata to be communicated to the RFID tag 235 to the encoding module 42for encoding in accordance with the selected RFID standardized protocol.This digital data can include commands to power up the RFID tag 235, toread user data or other commands or data used by the RFID tag inassociation with its operation. By way of example, but not limitation,the RFID protocols may include one or more line encoding schemes, suchas Manchester encoding, FM0 encoding, FM1 encoding, etc. Thereafter, inthe embodiment shown, the digitally encoded data is provided to thedigital-to-analog converter 44 which converts the digitally encoded datainto an analog signal. The RF front-end 46 modulates the analog signalto produce an RF signal at a particular carrier frequency that istransmitted via antenna 60 to one or more RFID tags, such as RF ID rag235.

The RF front-end 46 further includes transmit blocking capabilities suchthat the energy of the transmitted RF signal does not substantiallyinterfere with the receiving of a back-scattered or other RF signalreceived from one or more RFID tags via the antenna 60. Upon receivingan RF signal from one or more RFID tags, the RF front-end 46 convertsthe received RF signal into a baseband signal. The digitization module48, which may be a limiting module or an analog-to-digital converter,converts the received baseband signal into a digital signal. Thepredecoding module 50 converts the digital signal into an encoded signalin accordance with the particular RFID protocol being utilized. Theencoded data is provided to the decoding module 52, which recapturesdata, such as user data 102 and/or orientation data 105 therefrom inaccordance with the particular encoding scheme of the selected RFIDprotocol. The protocol processing module 40 processes the recovered datato identify the object(s) associated with the RFID tag(s) and/orprovides the recovered data to the processing module 122 for furtherprocessing.

The processing module 40 may be a single processing device or aplurality of processing devices. Such a processing device may be amicroprocessor, micro-controller, digital signal processor,microcomputer, central processing unit, field programmable gate array,programmable logic device, state machine, logic circuitry, analogcircuitry, digital circuitry, and/or any device that manipulates signals(analog and/or digital) based on hard coding of the circuitry and/oroperational instructions. The processing module may have an associatedmemory element, which may be a single memory device, a plurality ofmemory devices, and/or embedded circuitry of the processing module. Sucha memory device may be a read-only memory, random access memory,volatile memory, non-volatile memory, static memory, dynamic memory,flash memory, cache memory, and/or any device that stores digitalinformation. Note that when the processing module 40 implements one ormore of its functions via a state machine, analog circuitry, digitalcircuitry, and/or logic circuitry, the memory element storing thecorresponding operational instructions may be embedded within, orexternal to, the circuitry comprising the state machine, analogcircuitry, digital circuitry, and/or logic circuitry.

RFID tag 235 that includes a power generating circuit 240, anoscillation module 244, a processing module 246, an oscillationcalibration module 248, a comparator 250, an envelope detection module252, a capacitor Cl, and a transistor Ti. The oscillation module 244,the processing module 246, the oscillation calibration module 248, thecomparator 250, and the envelope detection module 252 may be a singleprocessing device or a plurality of processing devices. Such aprocessing device may be a microprocessor, micro-controller, digitalsignal processor, microcomputer, central processing unit, fieldprogrammable gate array, programmable logic device, state machine, logiccircuitry, analog circuitry, digital circuitry, and/or any device thatmanipulates signals (analog and/or digital) based on hard coding of thecircuitry and/or operational instructions. One or more of the modules244, 246, 248, 250, 252 may have an associated memory element, which maybe a single memory device, a plurality of memory devices, and/orembedded circuitry of the module. Such a memory device may be aread-only memory, random access memory, volatile memory, non-volatilememory, static memory, dynamic memory, flash memory, cache memory,and/or any device that stores digital information. Note that when themodules 244, 246, 248, 250, 252 implement one or more of their functionsvia a state machine, analog circuitry, digital circuitry, and/or logiccircuitry, the memory element storing the corresponding operationalinstructions may be embedded within, or external to, the circuitrycomprising the state machine, analog circuitry, digital circuitry,and/or logic circuitry.

In operation, the power generating circuit 240 generates a supplyvoltage (V_(DD)) from a radio frequency (RF) signal that is received viaantenna 254. The power generating circuit 240 stores the supply voltageV_(DD) in capacitor C1 and provides it to modules 244, 246, 248, 250,252.

When the supply voltage V_(DD) is present, the envelope detection module252 determines an envelope of the RF signal, which includes a DCcomponent corresponding to the supply voltage V_(DD). In one embodiment,the RF signal is an amplitude modulation signal, where the envelope ofthe RF signal includes transmitted data. The envelope detection module252 provides an envelope signal to the comparator 250. The comparator250 compares the envelope signal with a threshold to produce a stream ofrecovered data.

The oscillation module 244, which may be a ring oscillator, crystaloscillator, or timing circuit, generates one or more clock signals thathave a rate corresponding to the rate of the RF signal in accordancewith an oscillation feedback signal. For instance, if the RF signal is a900 MHz signal, the rate of the clock signals will be n*900 MHz, where“n” is equal to or greater than 1.

The oscillation calibration module 248 produces the oscillation feedbacksignal from a clock signal of the one or more clock signals and thestream of recovered data. In general, the oscillation calibration module248 compares the rate of the clock signal with the rate of the stream ofrecovered data. Based on this comparison, the oscillation calibrationmodule 248 generates the oscillation feedback to indicate to theoscillation module 244 to maintain the current rate, speed up thecurrent rate, or slow down the current rate.

The processing module 246 receives the stream of recovered data and aclock signal of the one or more clock signals. The processing module 246interprets the stream of recovered data to determine a command orcommands contained therein. The command may be to store data, updatedata, reply with stored data, verify command compliance, read user data,an acknowledgement, etc. If the command(s) requires a response, theprocessing module 246 provides a signal to the transistor T1 at a ratecorresponding to the RF signal. The signal toggles transistor T1 on andoff to generate an RF response signal that is transmitted via theantenna. In one embodiment, the RFID tag 235 utilizing a back-scatteringRF communication. Note that the resistor R1 functions to decouple thepower generating circuit 240 from the received RF signals and thetransmitted RF signals.

The RFID tag 235 may further include a current reference (not shown)that provides one or more reference, or bias, currents to theoscillation module 244, the oscillation calibration module 248, theenvelope detection module 252, and the comparator 250. The bias currentmay be adjusted to provide a desired level of biasing for each of themodules 244, 248, 250, and 252.

FIG. 20 is a schematic block diagram of a user's hand grasping a gamingobject with a capacitive sensor in a first manner is accordance with anembodiment the present invention. In this embodiment gaming object 372,such as gaming object 110, includes a capacitive sensor 370 shown as acapacitive strip. When a user grasps the gaming object 372 in his or herhand 99, the hand 99 comes in contact with the capacitive sensor 370.

In an embodiment of the present invention, the capacitive sensorincludes a layer that can store an electrical charge. When a usertouches the sensor a portion of the charge is transferred to the userreducing the charge in the capacitive layer. The capacitive sensor 370includes a driver that differences in charge from end to end of thestrip to determine the amount and location of the touch that can beoutput as user data, such as user data 102. In addition, the capacitivesensor can isolate biofeedback data such as a user's heart rate, a levelof perspiration, or other biometric data that can be included in userdata 102.

In an embodiment of the present invention, the capacitive sensor 370generates user data 102 that includes biofeedback data that can be usedby game console 100 to adjust a game parameter of the gaming applicationbased on the biofeedback data. For instance in a adventure game, anexcitement level of the game can be reduced in response to biofeedbackindicating a heart rate or level of perspiration that is too high orincreasing too rapidly. In another embodiment, the game can sense thefear of a user via biofeedback that indicates a high heart rate or levelof perspiration. In a sports game, biofeedback can indicate a level offatigue of the user based on heart rate or perspiration levels and takeaction to taunt the player in a light-heated way or otherwise adjust thelevel of difficulty of the game based on the user's fatigue.

In a further embodiment of the present invention, the user data 102generated by the capacitive sensor can indicate the manner in which theuser grasps the gaming object, in terms of the level of tightness, theposition of the hand on the gaming object 372, etc. each of theseparameters can be included in user data 102 and the game console 100 canadjust one or more game parameters in response.

For instance, in a tennis game, the gaming object 372 may be used tosimulate a tennis racquet in a user's hand. The game may attribute morepower to the user's serve if the gaming object is held near one end,signifying greater simulated racquet extension during the serve.However, if the position of the gaming object is not shifted to a morenormal position near the center of the gaming object for a ground strokeshot, a greater probability of a “miss-hit” shot can attributed based onthe user data 102. Similarly, in a baseball game, a bunt by a user mayrequire the user to shift his or her hand position on the gamingcontroller to simulate “choking-up” on the simulated bat.

It should be noted that these examples are merely illustrative of themany possible applications of the use of user data 102 generated in thecontext of a game.

FIG. 21 is a schematic block diagram of a user's hand grasping a gamingobject with a capacitive sensor in a second manner is accordance with anembodiment the present invention. As compared with FIG. 20, the user'shand 99 is in a different position on the gaming object 372 coveringmore of the capacitive sensor 370. As discussed in conjunction with FIG.20, this change in the manner in which the gaming object 372 is graspedcan be indicated via user data 102 and used to adjust one or moreparameters of a game.

FIG. 22 is a flowchart representation of a method in accordance with anembodiment of the present invention. In particular a method is presentedfor use in conjunction with one or more functions and features presentedin conjunction with FIGS. 1-21. In step 400, orientation data isgenerated in response to the orientation of a gaming object. In step402, interaction data is generated in response to an action of a user.In step 404, an RF signal is sent to a game device, wherein the RFsignal indicates the orientation data and the interaction data. In step406, display data is generated for display on a display device thatcontains at least one interactive item, wherein the at least oneinteractive item is interactive in response to the orientation data andthe interaction data.

FIG. 23 is a flowchart representation of a method in accordance with anembodiment of the present invention. In particular a method is presentedfor use in conjunction with one or more functions and features presentedin conjunction with FIGS. 1-22, wherein the interactive item includes amenu item that is selectable In step 410, the menu item is selected whenan orientation of the gaming object corresponds to an orientation inalignment with the menu item when the interaction data is received.

FIG. 24 is a flowchart representation of a method in accordance with anembodiment of the present invention. In particular a method is presentedfor use in conjunction with one or more functions and features presentedin conjunction with FIGS. 1-23. In step 420, a menu item is highlightedwhen the orientation of the gaming object corresponds to an orientationin alignment with the menu item.

FIG. 25 is a flowchart representation of a method in accordance with anembodiment of the present invention. In particular a method is presentedfor use in conjunction with one or more functions and features presentedin conjunction with FIGS. 1-24 wherein the at least one interactive aninteraction is generated when an orientation of the gaming objectcorresponds to an orientation in alignment with the graphics item.

FIG. 26 is a flowchart representation of a method in accordance with anembodiment of the present invention. In particular a method is presentedfor use in conjunction with one or more functions and features presentedin conjunction with FIGS. 1-25. In step 440, user data is generated viaa capacitive sensor that includes at least one of: an audio outputcommand, an audio input command, a set-up command, gaming data,preferences data, product registration data, and authentication data.Further, the user data can indicate a manner in which a user grasps agaming object.

FIG. 27 is a flowchart representation of a method in accordance with anembodiment of the present invention. In particular a method is presentedfor use in conjunction with one or more functions and features presentedin conjunction with FIGS. 1-26. In step 450, generating biofeedback datavia a capacitive sensor.

FIG. 28 is a flowchart representation of a method in accordance with anembodiment of the present invention. In particular a method is presentedfor use in conjunction with one or more functions and features presentedin conjunction with FIGS. 1-27. In step 460, a game parameter of a gameis adjusted based on the biofeedback data.

As may be used herein, the terms “substantially” and “approximately”provides an industry-accepted tolerance for its corresponding termand/or relativity between items. Such an industry-accepted toleranceranges from less than one percent to fifty percent and corresponds to,but is not limited to, component values, integrated circuit processvariations, temperature variations, rise and fall times, and/or thermalnoise. Such relativity between items ranges from a difference of a fewpercent to magnitude differences. As may also be used herein, theterm(s) “coupled to” and/or “coupling” and/or includes direct couplingbetween items and/or indirect coupling between items via an interveningitem (e.g., an item includes, but is not limited to, a component, anelement, a circuit, and/or a module) where, for indirect coupling, theintervening item does not modify the information of a signal but mayadjust its current level, voltage level, and/or power level. As mayfurther be used herein, inferred coupling (i.e., where one element iscoupled to another element by inference) includes direct and indirectcoupling between two items in the same manner as “coupled to”. As mayeven further be used herein, the term “operable to” indicates that anitem includes one or more of power connections, input(s), output(s),etc., to perform one or more its corresponding functions and may furtherinclude inferred coupling to one or more other items. As may stillfurther be used herein, the term “associated with”, includes directand/or indirect coupling of separate items and/or one item beingembedded within another item. As may be used herein, the term “comparesfavorably”, indicates that a comparison between two or more items,signals, etc., provides a desired relationship. For example, when thedesired relationship is that signal 1 has a greater magnitude thansignal 2, a favorable comparison may be achieved when the magnitude ofsignal 1 is greater than that of signal 2 or when the magnitude ofsignal 2 is less than that of signal 1.

While the transistors in the above described figure(s) is/are shown asfield effect transistors (FETs), as one of ordinary skill in the artwill appreciate, the transistors may be implemented using any type oftransistor structure including, but not limited to, bipolar, metal oxidesemiconductor field effect transistors (MOSFET), N-well transistors,P-well transistors, enhancement mode, depletion mode, and zero voltagethreshold (VT) transistors.

The present invention has also been described above with the aid ofmethod steps illustrating the performance of specified functions andrelationships thereof. The boundaries and sequence of these functionalbuilding blocks and method steps have been arbitrarily defined hereinfor convenience of description. Alternate boundaries and sequences canbe defined so long as the specified functions and relationships areappropriately performed. Any such alternate boundaries or sequences arethus within the scope and spirit of the claimed invention.

The present invention has been described above with the aid offunctional building blocks illustrating the performance of certainsignificant functions. The boundaries of these functional buildingblocks have been arbitrarily defined for convenience of description.Alternate boundaries could be defined as long as the certain significantfunctions are appropriately performed. Similarly, flow diagram blocksmay also have been arbitrarily defined herein to illustrate certainsignificant functionality. To the extent used, the flow diagram blockboundaries and sequence could have been defined otherwise and stillperform the certain significant functionality. Such alternatedefinitions of both functional building blocks and flow diagram blocksand sequences are thus within the scope and spirit of the claimedinvention. One of average skill in the art will also recognize that thefunctional building blocks, and other illustrative blocks, modules andcomponents herein, can be implemented as illustrated or by discretecomponents, application specific integrated circuits, processorsexecuting appropriate software and the like or any combination thereof.

1. A gaming object comprising: an orientation sensor that generatesorientation data in response to the orientation of the gaming object; anactuator that generates interaction data in response to an action of auser; and a transceiver coupled to send an RF signal to a game device,wherein the RF signal indicates the orientation data and the interactiondata; wherein the game device generates display data for display on adisplay device that contains at least one interactive item, and whereinthe at least one interactive item is interactive in response to theorientation data and the interaction data.
 2. The gaming object of claim1 wherein the at least one interactive item includes a menu item that isselectable when an orientation of the gaming object corresponds to anorientation in alignment with the menu item when the interaction data isreceived.
 3. The gaming object of claim 2 wherein the menu item ishighlighted when the orientation of the gaming object corresponds to anorientation in alignment with the menu item.
 4. The gaming object ofclaim 1 wherein the at least one interactive item includes a graphicsitem displayed in conjunction with a game and wherein an interaction isgenerated when an orientation of the gaming object corresponds to anorientation in alignment with the graphics item.
 5. The gaming object ofclaim 1 wherein the actuator includes at least one of: a button, ajoy-stick and thumb wheel.
 6. The gaming object of claim 1 wherein theactuator includes a capacitive sensor.
 7. The gaming object of claim 6wherein the capacitive sensor includes at least one of: a capacitivepad, a capacitive touchpad or a capacitive touch screen.
 8. The gamingobject of claim 6 wherein the capacitive sensor is further operable togenerate user data that includes at least one of: an audio outputcommand, an audio input command, a set-up command, gaming data,preferences data, product registration data, and authentication data. 9.The gaming object of claim 6 wherein the capacitive sensor is furtheroperable to generate biofeedback data.
 10. The gaming object of claim 9wherein the game device adjusts a game parameter of a game based on thebiofeedback data.
 11. The gaming object of claim 1 wherein orientationsensor includes a photo sensor that generates the user data based on anoptical signal from the display device.
 12. The gaming object of claim 1wherein orientation sensor includes a plurality of sensors and whereinan orientation of the gaming object is determined based on the relativepositions of the plurality of sensors.
 13. A gaming object comprising: acapacitive sensor that generates user data in response to an action of auser; and a transceiver coupled to send an RF signal to a game device,wherein the RF signal indicates the user data; wherein the game deviceexecutes a gaming application that is based the user data.
 14. Thegaming object of claim 13 wherein the capacitive sensor includes atleast one of: a capacitive pad, a capacitive touchpad or a capacitivetouch screen.
 15. The gaming object of claim 13 wherein the user dataincludes at least one of: an audio output command, an audio inputcommand, a set-up command, gaming data, preferences data, productregistration data, and authentication data.
 16. The gaming object ofclaim 13 wherein the user data includes biofeedback data.
 17. The gamingobject of claim 16 wherein the game device adjusts a game parameter ofthe gaming application based on the biofeedback data.
 18. The gamingobject of claim 13 wherein the user data indicates a manner in which auser grasps the gaming object.
 19. A method comprising: generatingorientation data in response to the orientation of a gaming object;generating interaction data in response to an action of a user; andsending an RF signal to a game device, wherein the RF signal indicatesthe orientation data and the interaction data; generating display datafor display on a display device that contains at least one interactiveitem, wherein the at least one interactive item is interactive inresponse to the orientation data and the interaction data.
 20. Themethod of claim 19 wherein the at least one interactive item includes amenu item that is selectable and wherein the method further comprises:selecting the menu item when an orientation of the gaming objectcorresponds to an orientation in alignment with the menu item when theinteraction data is received.
 21. The method of claim 20 furthercomprising: highlighting the menu item when the orientation of thegaming object corresponds to an orientation in alignment with the menuitem.
 22. The method of claim 19 wherein the at least one interactiveitem includes a graphics item displayed in conjunction with a game, andwherein the method further comprises: generating an interaction when anorientation of the gaming object corresponds to an orientation inalignment with the graphics item.
 23. The method of claim 19 furthercomprising: generating user data via a capacitive sensor that includesat least one of: an audio output command, an audio input command, aset-up command, gaming data, preferences data, product registrationdata, and authentication data.
 24. The method of claim 23 wherein theuser data indicates a manner in which a user grasps a gaming object. 25.The method of claim 19 further comprising: generating biofeedback datavia a capacitive sensor
 26. The method of claim 24 further comprising:adjusting a game parameter of a game based on the biofeedback data.